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Old 04-30-08, 09:31 PM   #151
clayp
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Quote:
Originally Posted by W4lt3r
Quote:
Originally Posted by clayp
How about a playable AMERICAN BB!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Iowa should be next in line. Incase you hadn't followed this mod for a while..

Thank you sir,I forgot to ask if it can be made for 1.4.....
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Old 04-30-08, 09:56 PM   #152
gimpy117
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lol

just stormed midway with it

killed bout 6 dd's 1 BB 3 Ca's 2 elcos 2 fleet carriers, 3 or 4 armed trawlers, and 4 or 5 merchants for over 130,000 tons!!!

and i'm still alive...

have a screenie to prove it....

anybody wanna help with posting?
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Old 04-30-08, 10:42 PM   #153
lancerr
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Default We'd all be a lot happer

Trust me..

We'd all be a lot happier with a surface + sub sim.

But, we have limitations on we can accomplish. it's a lot harder than you think and the only way to realize that is to try and edit basic stuff yourself.

To get a proper surface sim, here are the mods I think are minimally required.

Range to Target (Optical range finder or quick key to give you approximate Range To Trg
Time of Flight (display on the TBT or Bino to tell you how long it takes shells to splash)
Damage Model
Reactive AI (sending ships and aircraft after you)
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Old 04-30-08, 11:42 PM   #154
The_Pharoah
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Quote:
Originally Posted by lancerr
Trust me..

We'd all be a lot happier with a surface + sub sim.

But, we have limitations on we can accomplish. it's a lot harder than you think and the only way to realize that is to try and edit basic stuff yourself.

To get a proper surface sim, here are the mods I think are minimally required.

Range to Target (Optical range finder or quick key to give you approximate Range To Trg
Time of Flight (display on the TBT or Bino to tell you how long it takes shells to splash)
Damage Model
Reactive AI (sending ships and aircraft after you)
After reading 'The war at sea 1939 - 1945' which basically details EVERY major sea action, there's a couple of important things which we'll need:

1. radar
2. air attack (esp from single engined a/c carrying torps and/or bombs) - this was especially deadly (eg. Prince of Wales / Repulse)
3. spotter planes (eg. the Pocket BB carries it - this is what the japs used instead of radar)
4. gunnery directors (collectively fired the main weapons - this is where the range finding, etc becomes important)
5. smoke screens
6. Destroyers doing torp runs
7. tankers (ability to refuel in mid-ocean)
8. Task forces (ability for you to control a task force just like the convoy commander screen in MP play)
9. land-based targets

you put all these things together in some form or other (ie. in combination to that mentioned above) and you've got yourself a WORLDWIDE naval sim!! we already have the world and ocean
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Old 05-01-08, 12:02 AM   #155
Raptor1
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Quote:
Originally Posted by The_Pharoah
Quote:
Originally Posted by lancerr
Trust me..

We'd all be a lot happier with a surface + sub sim.

But, we have limitations on we can accomplish. it's a lot harder than you think and the only way to realize that is to try and edit basic stuff yourself.

To get a proper surface sim, here are the mods I think are minimally required.

Range to Target (Optical range finder or quick key to give you approximate Range To Trg
Time of Flight (display on the TBT or Bino to tell you how long it takes shells to splash)
Damage Model
Reactive AI (sending ships and aircraft after you)
After reading 'The war at sea 1939 - 1945' which basically details EVERY major sea action, there's a couple of important things which we'll need:

1. radar
2. air attack (esp from single engined a/c carrying torps and/or bombs) - this was especially deadly (eg. Prince of Wales / Repulse)
3. spotter planes (eg. the Pocket BB carries it - this is what the japs used instead of radar)
4. gunnery directors (collectively fired the main weapons - this is where the range finding, etc becomes important)
5. smoke screens
6. Destroyers doing torp runs
7. tankers (ability to refuel in mid-ocean)
8. Task forces (ability for you to control a task force just like the convoy commander screen in MP play)
9. land-based targets

you put all these things together in some form or other (ie. in combination to that mentioned above) and you've got yourself a WORLDWIDE naval sim!! we already have the world and ocean
Most of these things are already in the game, others might be possible (Except for commanding Task Forces, but I explained in the other thread that it's possible for you to play a single ship, that is a part and not leading a Task Force...Oh, and the scout plane might be impossible too)
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Old 05-01-08, 01:42 AM   #156
Snaptrap
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I'd like to see a "repeat last command" feature when dealing with repetitive editing or something that will allow you to add multiple array items at one time.
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Old 05-01-08, 02:51 AM   #157
Xantrokoles
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We should make a discussing thread with a poll for surfaced ships/ playable sufaced ships!
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Old 05-01-08, 05:07 AM   #158
The_Pharoah
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Quote:
Originally Posted by Xantrokoles
We should make a discussing thread with a poll for surfaced ships/ playable sufaced ships!
excellent idea Xan. looks like there's definitely a lot of support for this mod!
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Old 05-01-08, 05:20 AM   #159
John W. Hamm
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Default There is one

Quote:
Originally Posted by The_Pharoah
Quote:
Originally Posted by Xantrokoles
We should make a discussing thread with a poll for surfaced ships/ playable sufaced ships!
excellent idea Xan. looks like there's definitely a lot of support for this mod!

It's here I posted it a couple of days ago http://www.subsim.com/radioroom/showthread.php?t=136013
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Old 05-01-08, 07:06 AM   #160
lancerr
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BTW - the change for ammo to support HE should be made here

Mod folder/Data/Library/GerSubParts/AdmiralScheer_Geschutz.sim

Got to the wpn_Cannon node
Expand ammo_storage
Under HE add the following data to the corresponding values

For shell enter 0x5a10c7abc98196cc
For amount enter whatever you want
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Old 05-01-08, 07:29 AM   #161
lancerr
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Mikhayl - I can't seem to find Particles.dat - I only see .fx files under Data/Sea/Particles folder.
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Old 05-01-08, 07:31 AM   #162
deamyont
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Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself
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Old 05-01-08, 09:09 AM   #163
andycaccia
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I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?
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Old 05-01-08, 09:23 AM   #164
Xantrokoles
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Quote:
Originally Posted by deamyont
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself
With version 1.1(newest d/l on the first page, the texture bugs must be fixed!
Quote:
I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?
This question is answered in this thread before!!

-for the playable:
Mods/Pocket BB mod/Data/Library/GerSubParts/AdmiralScheer_Geschütz.sim

for the unplayable:
Data/Library/ShipParts/Guns_Radars_03.sim
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Old 05-01-08, 09:32 AM   #165
andycaccia
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Quote:
Originally Posted by Xantrokoles
Quote:
Originally Posted by deamyont
Could someone please re-upload this mod with the textures fixed? I got red/green skins too, and s3d won't work somehow, so I can't change it myself
With version 1.1(newest d/l on the first page, the texture bugs must be fixed!
Quote:
I'd like to improve some armaments of this ship, where should I look to find ammo storages and shells damage for this ship?
This question is answered in this thread before!!

-for the playable:
Mods/Pocket BB mod/Data/Library/GerSubParts/AdmiralScheer_Geschütz.sim

for the unplayable:
Data/Library/ShipParts/Guns_Radars_03.sim
Thanks I have found them, but i wish to check also the AA guns and the aa ammo amounts as well. Moreover, the shells used by all the weapons. Where should I look for theese?
Thanks in advance!
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